• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.

Need for TL9 Ship Designs

manley_t

SOC-12
I'm having a need for a large number of civilian TL9 ship designs for my Traveller Campaign. Actions my players have taken have given me a quick need for more ship designs that I've got or I can make before next game session.

So, if anyone wants to share their TL9 civilian designs with me for use in my campaign, I'd be quite happy :-D

Thanks guys

*note
email address should be viewable to all
it's manley_t@msn.com if it's not.
 
Ship: Princess Kforgunzgh
Class: Princess Trader
Type: Far Trader
Architect: Father Fletch
Tech Level: 9

USP A1-4611011-020000-10001-0 MCr 130.068 400 Tons
Bat Bear 2 2 2 Crew: 7
Bat 2 2 2 TL: 9
Cargo: 213.200 Passengers: 14 Low: 12 Fuel: 48 EP: 5 Agility: 0 Pulse Lasers
Craft: 1 x 5T Air/Raft
Fuel Treatment: Fuel Scoops and On Board Fuel Purification
Architects Fee: MCr 1.298 Cost in Quantity: MCr 104.109
Detailed Description (T20 Design)
HULL
400.000 tons standard, 5,600.000 cubic meters, Flattened Sphere Configuration, 100.000 Structure Points
CREW
Pilot, Navigator, Engineer, Steward, Medic, 2 Gunners
ENGINEERING
Jump-1, 1G Manuever, 7.500 Ton Power Plant, 5.000 EP, Agility 0
AVIONICS
Bridge, Model/1 Computer, Model/1 Flight Avionics, Model/1 Sensors, Model/1 Communications
HARDPOINTS
2 Hardpoints
ARMAMENT
2 Triple Mixed Turrets each with: 1 Pulse Laser (Factor-1), 1 Missile Rack (Factor-1).
DEFENCES
1 Sandcaster in each Mixed Turret, organised into 2 Batteries (Factor-2)
CRAFT
1 5.000 ton Air/Raft (Crew of 0, Cost of MCr 0.275)
FUEL
48 Tons Fuel (1 parsecs jump and 28 days endurance)
On Board Fuel Scoops, On Board Fuel Purification Plant
MISCELLANEOUS
17.5 Staterooms, 12 Low Berths, 1 Autodoc, 1 Additional Airlock, 6 High Passengers, 8 Middle Passengers, 12 Low Passengers, 214 Tons Cargo
USER DEFINED COMPONENTS
COST
MCr 131.091 Singly (incl. Architects fees of MCr 1.298), MCr 103.834 in Quantity, plus MCr 0.275 of Carried Craft (Hardpoints and Turrets charged)
CONSTRUCTION TIME
82 Weeks Singly, 65 Weeks in Quantity
COMMENTS
The Princess Trader design suffers from not enough power. Often a compromise with lower tech jump capable ships is the trade off between cargo, power, and price. Designed to work in areas that are less than safe, the design mounts two triple turrets, which not only raise the price considerably, but also mean that if combat is to be engaged there will be trade offs. The pulse lasers draw the most energy. During their use energy is often diverted from comms and life support.
Standard procedure is to have passengers and crew in vac suits, strapped into either their cabins or duty stations. Then atmosphere is canned in the system reservoirs, and the grav plates are turned off. Commo is switched to command push from the bridge or engineering only. Even with these measures there is still a slight shortfall. Thrusters will often be able to only get 75% power during use of the lasers. Another trade off is to alternate which laser is powered depending on the ships' aspect to the hostile.
Even with these shortcomings the Princess is a versatile design. Able to
engage in frontier refueling, she is also able to land at unimproved ports to take on and discharge passengers and cargo. The cargo deck is spacious with lots of access. There are also extensive staterooms, meaning that with a good steward and cargo boss, this design can be very profitable.
 
Ship: Quarantine And Customs
Class: Customs Heavy Cutter
Type: SDB
Architect: Father Fletch
Tech Level: 9
USP CC-2104432-520000-10001-0 MCr 196.305 200 Tons
Bat Bear 2 2 2 Crew: 13
Bat 2 2 2 TL: 9
Cargo: 3.067 Fuel: 8 EP: 17.333 Agility: 1 Marines: 6
Architects Fee: MCr 1.963 Cost in Quantity: MCr 157.044
Detailed Description (T20 Design)
HULL
200.000 tons standard, 2,800.000 cubic meters, Airframe Needle/Wedge Configuration, 100.000 Structure Points
CREW
Pilot, 2 Engineers, Medic, 2 Gunners, 6 Troops, 1 Other Crew
ENGINEERING
Jump-0, 4G Manuever, 26.000 Ton Power Plant, 17.333 EP, Agility 1
AVIONICS
Bridge, Model/3 Computer, Model/2 Flight Avionics, Model/3 Sensors, Model/3 Communications
HARDPOINTS
2 Hardpoints
ARMAMENT
2 Triple Mixed Turrets each with: 1 Beam Laser (Factor-1), 1 Missile Rack (Factor-1).
DEFENCES
1 Sandcaster in each Mixed Turret, organised into 2 Batteries (Factor-2), Armoured Hull (Factor-5)
CRAFT
None
FUEL
8 Tons Fuel (0 parsecs jump and 28 days endurance)
No Fuel Scoops, No Fuel Purification Plant
MISCELLANEOUS
6 Staterooms, 1 Laboratory, 1 Sick Bay, 1 Autodoc, 1 Additional Airlock, 4 Tons of Missile Magazines (holding 80 missiles), 3.067 Tons Cargo
USER DEFINED COMPONENTS
None
COST
MCr 198.268 Singly (incl. Architects fees of MCr 1.963), MCr 157.044 in Quantity (Hardpoints and Turrets charged)
CONSTRUCTION TIME
57 Weeks Singly, 46 Weeks in Quantity
COMMENTS
Designed to act as an auxilliary SDB and quarantine ship, this cutter is capable of catching most merchant designs with little difficulty. Not designed to be a heavy hitter it can act as an auxiliary SDB or special ops team delivery vehicle when not tasked for customs duties.
For insertion missions at least one of the staterooms will need to be dedicated to mission gear, as the cargo facilities are really only designed to carry consumables for the normal customs mission.
The 6 troops act as damage control and one is an assistant medic to the ships medic. The lab tech/forensic specialist is also aboard to aid in finding contraband substances and disease vectors that inspected ships may carry. This makes the Cutter a versatile design for short term scientific missions. Variants have been purchased by the Navy which are carried aboard larger capital ships and used as NBC warfare detector and investigation craft.
 
I want to thank folks that have sent me, or posted ship designs so far.

Your help is appreciated :-D

....this brings up an interesting idea

There are programs that can generate random characters so you can crank out a 100 NPCs if you need them.....what about programs to create random ships?

Has anyone thought of such a beast?
 
I've always prefered to have the common tech level for ships to be in the lower TL9 range or there abouts.

I also prefer, fo simplicity, speed, and ease of use, to stay with the less cluttered design specs of the older Traveller. Most of the designs I use are usually a hybrid of Book 3 and Book 5 - High Guard, with often a bit of local environment tossed it.

A long time ago I designed one of the most commonly used vessels I've ever some up with. The idea was to have a vessel that was small, utilitarian, spartan in it's bare configuration, super common, and often available dirt cheap on the used surplus market. The concept was to also have a design that was so old and had been in production for so long in various localities that some of the ships the adventures might wind up with would possibly be flying relics.

The main idea was to come up with the spacefaring answer to the venerable DC-3/C-47 cargo plane.

The main spec of the ship was to be small, simple, and totally TL9.

The result was the 'Ariel' class 100 ton Freighter.

I have the entire design all mapped out on standard graph paper and in a 710k JPG file. I'll let anyone post the design up to a website as long as they don't alter who get's credit for it :)

'Ariel' class Freighter
TL9
100 tons
Jump 1
Manuever 2G
Power Plant 2
Fuel 12 tons
Cargo 51 tons
Staterooms 2
Computer Model 1
Streamlined
Hardpoints 1
Fire Control 1 ton

Cost (new) MCr 20.43

Notes: The power plant and the manuever driver are standard 'Type A' drives from standard Traveller. The Jump Drive is a Book 5 - High Guard design that is TL9, and will only do Jump 1 on ships up to 100 tons max. In the campaigns it was used in, it is a very common drive of an extremely old design that reknown for it's reliability.
 
Back
Top